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kasool commented on No Graphics API   sebastianaaltonen.com/blo... · Posted by u/ryandrake
canyp · a day ago
Most AAA titles are on DX12 now. ID is on Vulkan. E-sports titles remain largely on the DX11 camp.

What the modern APIs give you is less CPU driver overhead and new functionality like ray tracing. If you're not CPU-bound to begin with and don't need those new features, then there's not much of a reason to switch. The modern APIs require way more management than the prior ones; memory management, CPU-GPU synchronization, avoiding resource hazards, etc.

Also, many of those AAA games are also moving to UE5, which is basically DX12 under the hood (presumably it should have a Vulkan backend too, but I don't see it used much?)

kasool · 19 hours ago
UE5 has a fairly mature Vulkan backend but as you might guess is second class to DX12.
kasool commented on No Graphics API   sebastianaaltonen.com/blo... · Posted by u/ryandrake
modeless · a day ago
Sure, but that only goes so far, especially when users aren't writing their shaders with knowledge that this transform is going to be applied or any tools to verify that it's able to eliminate anything.
kasool · 19 hours ago
Why would it be difficult? There are explicit shader semantics to specify output position.

In fact, Qualcomm's documentation spells this out: https://docs.qualcomm.com/nav/home/overview.html?product=160...

kasool commented on Gundam is just the same as Jane Austen but happens to include giant mech suits   eli.li/gundam-is-just-the... · Posted by u/surprisetalk
ge96 · 7 days ago
Love the lore in gundam, usually ends in sadness but yeah

Watched almost all of them except igloo/build fighter type

Hathaway had a great fight sequence where you felt the scale of Gundam and the violence/heat

the soundfx tooo ahhhh

https://youtu.be/oiiIkSuiios?si=ylHdAqVnE2pPeSKv&t=202

Thunderbolt has great graphics too and the jazz

And unicorn the bell pepper gundam

kasool · 6 days ago
Hathaway honestly blew me away the first time I saw it. One of the few movies I've watched 3-4 times now. It's exactly like you say, you can really _feel_ the weight and scale of mobile suits. It's honestly a fantastic start to this new era of UC.

Also lol @ kshatriya being called bell pepper. It's probably my favorite non-gundam mobile suit. I wish they'd make an MG kit for it despite how massive it is.

kasool commented on Gundam is just the same as Jane Austen but happens to include giant mech suits   eli.li/gundam-is-just-the... · Posted by u/surprisetalk
vl · 7 days ago
> A friend recently asked how to get started watching Gundam

So what is good order to watch Gundam in 2025? What should be skipped?

Are mangas/novels worth it or is it better just to watch anime?

kasool · 6 days ago
The original 0079 and then on (Zeta, ZZ, CCA) is the strongest and best way to understand Gundam, its themes, and its legacy. I'd also argue that Unicorn is a strong entry and puts a nice cap on that era of UC but typically people don't group it with the original 4.
kasool commented on Gundam is just the same as Jane Austen but happens to include giant mech suits   eli.li/gundam-is-just-the... · Posted by u/surprisetalk
terribleperson · 7 days ago
I think fate is a fair one to struggle with because not only is it a complex franchise, none of the Fate anime are even close to perfect. Zero tells an interesting story but you have to put up with Gen Urobuchi and it spoils parts of Stay Night. Stay Night is the classic, but calling the original anime dated is an understatement. Unlimited Blade Works (Ufotable) is very shiny and a lot of fun, but I think it's less interesting and more straight up shonen.

I started with Zero, and I feel it was a good way to start, but a lot of people disagree.

kasool · 6 days ago
If insisting on anime-only: Zero. Otherwise the true way is the game (which is now fully available on modern platforms with translation).
kasool commented on Shaders: How to draw high fidelity graphics with just x and y coordinates   makingsoftware.com/chapte... · Posted by u/Garbage
socalgal2 · 24 days ago
If you're going to claim MoltenVk = Vulkan on Mac then you might as well claim Wine / Proton = DirectX on Linux.
kasool · 24 days ago
Not really! The difference is MoltenVK (and now KosmicKrisp) is officially supported and funded by Khronos itself.

DXVK, vkd3d on the other hand is propped up by dozens of passionate open-source contributors.

I'm drawing my lines not based on technicalities, but on the reality of the situation when it comes to how much the "controlling entity" of each API cares about supporting your platforms. And the fact is, Khronos has put time and money into supporting more platforms than Microsoft has.

kasool commented on Shaders: How to draw high fidelity graphics with just x and y coordinates   makingsoftware.com/chapte... · Posted by u/Garbage
Karliss · 24 days ago
I'd say the unintuive part is mostly a problem only if you abuse fragment shaders for something they weren't meant to be used for. All the fancy drawings that people make on shadertoy are cool tricks but you would very rarely do something like that in any practical use case. Fragment shaders weren't meant to be used for making arbitrary drawings that's why you have high level graphic APIs and content creation software.

They were meant to be means for more flexible last stage of more or less traditional GPU pipeline. Normal shader would do something like sample a pixel from texture using UV coordinates already interpolated by GPU (don't even have to convert x,y screen or world coordinates into texture UV yourself), maybe from multiple textures (normal map, bump map, roughness, ...) combine it with light direction and calculate final color for that specific pixel of triangle. But the actual drawing structure comes mostly from geometry and texture not the fragment shader. With popularity of PBR and deferred rendering large fraction of objects can share the same common PBR shader parametrized by textures and only some special effects using custom stuff.

For any programmable system people will explore how far can it be pushed, but it shouldn't be surprise that things get inconvenient and not so intuitive once you go beyond normal use case. I don't think anyone is surprised that computing Fibonacci numbers using C++ templates isn't intuitive.

kasool · 24 days ago
Yeah, I work professionally as a gpu/graphics programmer and even I have trouble sometimes wrapping my head around some of the fancy shadertoy one-liners. Most of the stuff I work with is conceptually much more simple. The math if any is all generally really straightforward and derived from a handful of commonly used algorithms or PBR models. The more common work is performance tuning and scaling across multiple architectures/platforms. You might run into this stuff more if working with SDFs though.
kasool commented on Shaders: How to draw high fidelity graphics with just x and y coordinates   makingsoftware.com/chapte... · Posted by u/Garbage
jsheard · 24 days ago
> Vulkan is an open _standard_

That too kinda depends on where you draw the line, the spec text is freely available but all development happens behind closed doors under strict NDA. From an outsiders perspective it doesn't feel very open to get completely stonewalled by Khronos on the status of a feature that debuted in DirectX or CUDA well over a year ago, they won't even confirm whether it's on their roadmap.

kasool · 24 days ago
Sure, that's true and a pretty valid criticism of the system.

My definition of open is that Khronos doesn't restrict (as far as I know) what platforms Vulkan can be implemented on. The same cannot be said for DX12 or Metal.

kasool commented on Shaders: How to draw high fidelity graphics with just x and y coordinates   makingsoftware.com/chapte... · Posted by u/Garbage
LoganDark · 24 days ago
> Also a small correction: Vulkan actually _does_ run Apple platforms (via Vulkan-to-Metal translation) using MoltenVK and the new KosmicKrisp driver, and it works quite well.

I think, since they mentioned some enterprise deployments on Windows won't have Vulkan drivers preinstalled, that drivers merely being available is not enough for GP to count them as Vulkan "running". I think GP is only counting platforms (and circumstances) where you can reasonably expect Vulkan support to already be present.

kasool · 24 days ago
Fair enough! In my humble opinion those specific circumstances outlined are a bit overly-pedantic for the target audience of this article and for general practical purposes. The average Windows user can reasonably expect that they'll be able to write a Vulkan application without much fuss ( until you run into the driver bugs of course ;) ).
kasool commented on Shaders: How to draw high fidelity graphics with just x and y coordinates   makingsoftware.com/chapte... · Posted by u/Garbage
socalgal2 · 24 days ago
Nice article, though the diagram showing [OpenGL] [WebGL] [WebGPU] being built on Vulkan and then from Vulkan to D3D12 and Metal is wrong. WebGL and WebGPU go directly to D3D and Metal, they do not go through Vulkan first

Also, Vulkan is labeled as Open Source. It is not open source.

The are other mistakes in that area as well. It claims WebGPU is limited to Browsers. It is, not. WebGPU is available as both a C++ (Dawn) and a Rust (WGPU) library. Both run on Windows, MacOS, Linux, iOS, and Android. It is arguably the most cross platform library. Tons of native projects using both libraries.

Vulkan is also not really cross-platform any more than DirectX . DirectX runs on 2 platforms (listed in the aritcle). Vulkan runs on 2+ platforms, Android, and Linux. It runs on Windows but not on all windows. For example, in a business context using Remote Desktop, Vulkan is rarely available. It is not part of Windows, and is not installed by default. Graphics card companies (NVidia, AMD) include it. Windows itself does not. Vulkan also does not run on MacOS nor iOS

kasool · 24 days ago
To elaborate on this, Vulkan is an open _standard_ whose many implementations (user mode driver) may or may not be open source. Vulkan is just a header file, it's up to the various independent hardware vendors (IHVs) to implement it for their platform.

Also a small correction: Vulkan actually _does_ run Apple platforms (via Vulkan-to-Metal translation) using MoltenVK and the new KosmicKrisp driver, and it works quite well.

u/kasool

KarmaCake day52April 1, 2019View Original